Hello, and welcome to the Kaverns & Kobolds Klub!
In this thread, I, the dungeon master, will be honing my skills in hosting a third edition dungeons and dragons adventure over an online medium, with a team of four promising adventurers who embark on a a treacherous quest. On their adventure, our heroes will encounter magic, monsters, tragedy, treasure, traps, and much much more. Will they survive the ordeals I've prepare for them? The dice shall decide their fates.
Our story takes place around a small mining village known as Duvik's pass:
Duvik’s Pass is a small town nestled within one of the few valleys that cross through the Serpentcoil Mountains. It has long been a waystop for travelers and adventurers seeking to rest aching limbs and drown painful memories within her gates. Moreover, it has also gained attention recently as a potential power in the area’s commerce, due to a discovery of substantial silver deposits buried in the mountains nearby. Over the past three years, the men of Duvik’s Pass have burrowed into the ground seeking the wealth therein. Able-bodied folk from neighboring villages flocked to the town, hoping to lend their strength within the mines and garner some share of the prize. A wide variety of creatures may have had their own reasons to cross these mountains, but it was the smell of silver that drew the nose of a certain merchant-wannabe some time before our story takes place.
Schlomo Goldsteinbergwitz Jr. was a young goblin who travelled across this region some six months ago. The goblinoid came from a rather prestigious family of (((merchant))) Archivists in a far away region, and like all in his family, he had a nose for silver, the silver of Duvik's pass. Schlomo Jr. had only just finished his bar mitzvah and unpacked his presents when he got wind of a the prospects that'd been dug up in the promising town, and so he made off towards those very mountains, taking a dozen of his uncle's irreplacible bank notes with him. Infuriated, his uncle, Harold Goldsteinbergwitz, placed a heavy bounty on the theif's nose, prosising a reward of 4,000 gold pieces to whoever could bring back the young prospector, alive.
It's for this reason that our heroes, to be described, have gathered in Duvik's pass. Each of these young lads happened to pick up wind of the bounty as they were crossing the mountains. They've traveled far for the chance at fortune, perhaps even bumping into eachother once or twice along the way. The four cloaked figures enter the town at different entry points, stopping and asking less-than-friendly commoners for directions that may lead them to their fortune. To call the townsfolk unfriendly would be an understatement, as each of our four cloaked heroes would find brutally clear as they make frustrated ill attempts to communicate with the locals. The entire town seems to be on-edge, paranoid, and almost hollow in some ways. Our four unnamed heroes would find that the promising village of Duvik's Pass isn't all it was cracked up to be, at least not since a grim misfortune that had befouled the town long before their arrival.
Hope and industry of Duvik's Pass turned to despair and potential ruin with the advent of the Burning Plague four months ago. It began quietly enough, with the miners returning home from their work at nightfall complaining of blistering sores and an unbearable thirst. Shortly thereafter, the town’s livestock was decimated by an unknown illness and her crops began to wither. The elders of Duvik’s Pass declared that the well water had been soured by an unknown disease, but by then the Burning Plague had already begun claiming the young and the sickly. To make matters worse, the last few men still strong enough to plumb the wealth of the mine have yet to return from their last endeavor. The townsfolk know not what happened to their loved ones; they continue to await the return of their missing sons and husbands, while praying for an end to the sickness that continues to spread within their home.
Needless to say, few of the despairing commoners have anything nice to say to the cloaked strangers traveling about the town looking for clues to the whereabouts of the goblin merchant; some turn away in disgust, others point in various directions, some even throw rocks, but most of them just shrug in ignorance. Frustrated and annoyed, the four cloaked figures eventually find themselves marching across the town in the same general direction; they shuffle awkwardly alongside one another, trying and failing to avoid eye contact, perhaps vaguely aware of their common prospects. Together, willingly or not, the haphazard squad make their way to the town's largest pub and community center: The Old Plot Hole Inn. One by one, they squeeze past each-other through the doors of the tavern.
1357 replies and 80 files omitted.
>>120283She can still move during this turn. Would she like to?
>>120281What potion? I didn't get any. Quit metagaming my character.
[1d20 = 1]>>120279kobold arrows are pretty weak, they might do good against flesh but a bedroll is made of cotton and the tight weave should help slow the arrows down (google gambison), I hold my shield in the direction of the kobold and throw the bedroll over lucy. I then aim my crossbow up to the nearest one and fire
>>120286It's not your initiative yet
>>120287Lucy finds a man-sized stalagmite to hide behind. Roll 1d8 to see how much you heal.
Isla's turn
>>120285Huh, it looks like you don't.
I could have sworn everyone had one.
Okay then, guard that last point.
>>120290Lucy heals herself completely, the bolts pushing themselves out of her flesh as her wounds close, fueled by the negative energy.
Friggin immortal witch.
Isla's turn
>>120291Isla jumps for cover to one of the stalagmites as she starts to swing her sling, firing at one of the kobolds.
[1d20+4 = 22]<Ranged attack rollShe breathes heavily.
(Come on...)
>>120292I'll let her run for cover as a move action, shoot her sling, and then take a 5 foot step to return to cover.
Hit.
Roll damage
>>120294oof
The kobold barks in pain as the stone projectile hits it straight on.
Another kobold drops it's weapon and goes prone, leaping to stabilize its dying comrade.
another follows suit, yapping frantically before another 'bold barks angrily at it.
Two more kobolds shoot down at Yeeck, failing to penetrate his armor.
Yeeck's turn.
I'll have Yeeck know that he may use his tower shield for cover, if he aims it upward diagonally.
There are also plenty of rocks and columns big enough to hide behind.
[1d20 = 19]>>120296>>120295I do the thing I said before
>>120297I'm going to assume your crossbow was pre-loaded
Looking at your dex, and racial bonus to killing kobolds.. it hits.
Roll to confirm threat, and roll damage too.
[1d20 = 13]>>120298literally no point to owning a crossbow that isn't loaded
[1d8+2 = 7]
shit wrong die
>>120300You don't apply dex to damage, but that shot still drops the kobold.
Pretty well too, you did more than twice its hp..
Another kobold drops prone in an attempt to stabilize its dying ally.
And then, a kobold points towards him menacingly, and a bolt of blue light flies past him, frost slicking the stone ground beside him.
Kiara's turn.
>>120302Kiara takes a move action to draw an arrow, and stabs herself in the throat
>>120303le sighKiara coup-de-grace's herself in despair, dealing 6 damage to herself. She fails her fortitude save and dies.
The kobold rejoice, the one who shot the ice-beam cackling evilly.
Being that Yeeck is now the only target without cover, two kobolds fire at him.
Ooooh, one misses, but the other confirms a critical hit, and deals 10 damage... He is now at one HP.
Lucy's turn
Lucy takes a suitable-sized stone from the ground and loads her sling, as a full-round action.
Isla's turn.
Oh, yeah, Isla is at 2 HP now.
>>120309>>120308Isla reloads her sling with another bullet as a full round action.
>>120310Sling loaded.
Isla is at 3 HP now, as the vigor potion begins to reconstruct her body.
It was worth the investment.
Meanwhile the kobold rolls again to stabilize its ally.
Succeeding, it reloads its crossbow, with a relieved whimper.
The next isn't so lucky, clumsily fumbling with their only med pack. It whimpers desperately as its comrade bleeds out.
Another kobold takes a shot at Yeeck, its bolt bouncing harmlessly off of his shield.
Yeeck's turn. He's at one HP.
I got mixed up. Isla never took her potion.
A red kobold laughs sadistically, after seeing a PC drop. It cackles so loud it breaks out into a rather nasty coughing fit, followed by a sneeze.
Video related.
It looks rather worriedly at the two kobolds who dropped already though, rummaging through its bag and barking more orders at its allies.
[1d8+2 = 9]
I run for cover behind a stalagmite and wonder where it all went wrong
Seeing as how Yeeck's player
thought he had cover while he was attacking, I'm going to negate that last crit and pump his HP up to 8.
>>120314He succeeds.
A kobold assists its ally in stabilizing the downed comrade.
The red kobold snaps its claws and casts a spell.
... to no avail, seeing as how Lucy is already Deaf...
Two kobolds hold back readied actions, preparing to snipe the first PC to retreat from cover.
Lucy's turn.
She feels a strange ringing in her ears.
[1d20+2 = 11]>>120316Lucy throws a rock at the one that io giving orders
>>120317Alright.
Lucy uses her 5 foot step to retreat from cover, and hurls her sling as a standard action.
and misses
The two kobolds with readied actions fire back at her
And both miss
Lucy can use her remaining move action to return to cover
>>120320Isla, now aware there's a vague branch of command, decides to focus her bullet throwing to the red lizard giving out orders, moving out of cover to hurl one at it and quickly returning to cover.
[1d20+4 = 10]<Ranged attack roll >"Get bullied, stinkymans!"
>"No mess with kobold klan!"
>"Kobolds fight, and kobolds win!"
>"Kobold masterrace!"
Four of the remaining kobolds bark down, in draconic.
>>120322Luckily, the kobolds with readied actions all used up their action on Lucy.
Three more kobolds take aim. The next creature to retreat from cover may not be so lucky...
[1d10000 = 9697]
I set a nuke and take out all the kobold
>>120325It's your turn, but you forgot to put "nuke" in your inventory.
[1d10000 = 8256]>>120326I sit patiently and start praying to my god since leaving cover will kill me from the inifnite kobolds surrounding us in unfathable ways that must resemble an escher print
>>120327A decent course of action.
Another kobold lets out a frustrated bark and takes aim.
The red Kobold throws down a object into the middle of the room.
Magical (but not too magical) darkness fills the room, swallowing the torchlight.
all vision except for darkvision is obscured by the spell, meaning only Yeeck can see.
Several other kobolds forfeit their turns for readied actions, preparing to rain hell down on the next idiot who leaves cover.
A kobold laughs evilly in draconic
>"AHAHAHAHAHAA! Stinky mans no see with no light. Kobold masterrace!"
>>120330Lucy Draws her scythe
Then she Readies an action.
On second thought, it's midnight...
This encounter is one of the party's major hurdles. If you get past this one, the rest will be much more straightforward.
I have tomorrow off; could we push this off until tommorow? I know this was supposed to be a one-shot, but it seems as though it's going to take longer than I thought..
>>120331What action does she ready?